天天0.1折开启条件修改 山河设计图添加跳过战斗
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5ee38bd7bf
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251a724d79
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@ -642,6 +642,122 @@ function GetPassiveByMaxStar2(heroConfig,list,star)
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return aaa
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end
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--获取开启条件及状态
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function GetCommonFunctionOpenTip(openRule)
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if openRule then
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local states = {}
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local tips = {}
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local btnTxts = {}
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for index, rule in ipairs(openRule) do
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states[index] = true
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if not rule[1] or rule[1] == 0 then
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--LogRed("当前:没有限制条件1")
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states[index] = true
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elseif rule[1] == 1 then
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local star = FightLevelManager.GetAllChapterStars()
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if star < rule[2] then
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states[index] = false
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tips[index] = string.format("山河社稷图星数达%s", rule[2])-- 山河社稷图%s星
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btnTxts[index] = string.format("山河社稷图%s星", rule[2])
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--LogRed(tips[index]..", 当前:"..star)
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end
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elseif rule[1] == 2 then
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local wave = MonsterCampManager.GetMonsterCampCurWave()
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if wave <= rule[2] then
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states[index] = false
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tips[index] = string.format("心魔试炼通关%s层", rule[2])-- 心魔试炼通关999层
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btnTxts[index] = string.format("心魔试炼通关%s层", rule[2])
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--LogRed(tips[index]..", 当前:"..wave)
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end
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elseif rule[1] == 3 then
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local lv = HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv)
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if lv < rule[2] then
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states[index] = false
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tips[index] = string.format("鸿蒙阵共鸣等级达%s", rule[2])-- 鸿蒙阵共鸣%s级
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btnTxts[index] = string.format("鸿蒙阵共鸣%s级", rule[2])
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--LogRed(tips[index]..", 当前:"..lv)
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end
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elseif rule[1] == 4 then
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-- 指定星级(运算星级)装备数量(初始可用)
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local num = EquipManager.GetLimitStarEquipNum(rule[2])
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if num < rule[3] then
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local equipStarConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig, rule[2])
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states[index] = false
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tips[index] = string.format("拥有%s个%s%s星装备", rule[3], QualityNameDef[equipStarConfig.Quality], equipStarConfig.Stars)
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btnTxts[index] = string.format("%s个%s%s星装备", rule[3], QualityNameDef[equipStarConfig.Quality], equipStarConfig.Stars)
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--LogRed(tips[index]..", 当前:"..num)
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end
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elseif rule[1] == 5 then
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local _, tlv, _ = LikabilityManager.GetTotalHeroLikeLv(-1)
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if tlv < rule[2] then
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states[index] = false
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tips[index] = string.format("神将总好感度等级达%s", rule[2]) -- 总好感度%s级
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btnTxts[index] = string.format("总好感度%s级", rule[2])
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--LogRed(tips[index]..", 当前:"..tlv)
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end
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elseif rule[1] == 6 then
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-- 逍遥游通关次数
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local xyPassTimes = XiaoYaoManager.GetCurPassTimes()
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if xyPassTimes < rule[2] then
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states[index] = false
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tips[index] = string.format("逍遥游通关%s次", rule[2])
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btnTxts[index] = string.format("逍遥游通关%s次", rule[2])
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--LogRed(tips[index]..", 当前:"..xyPassTimes)
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end
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elseif rule[1] == 7 then
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local c_lv = rule[2]
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local c_num = rule[3]
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local num = #HeroManager.GetAllHeroDatas(c_lv)
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if num < c_num then
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states[index] = false
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tips[index] = string.format("拥有%s个等级%s以上的神将", c_num, c_lv)-- %s个%s级神将
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btnTxts[index] = string.format("%s个%s级神将", c_num, c_lv)
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--LogRed(tips[index]..", 当前:"..num)
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end
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elseif rule[1]==8 then
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if PlayerManager.level < rule[2] then
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states[index] = false
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tips[index] = string.format("玩家等级达到%s级",rule[2])-- %s个%s级神将
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btnTxts[index] = string.format("玩家等级达到%s级",rule[2])
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end
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elseif rule[1]==9 then
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if FightPointPassManager.soldierLayerId < rule[2] then
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states[index] = false
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tips[index] = string.format("关卡达到%s关",rule[2])-- %s个%s级神将
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btnTxts[index] = string.format("关卡达到%s关",rule[2])
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end
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end
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end
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local tip = ""
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local btnTxt = ""
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local isOk = true
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for index, state in ipairs(states) do
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if not state then
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isOk = false
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-- 提示文字
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if tip ~= "" then
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tip = tip..string.format(",且%s", tips[index])
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else
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tip = tips[index]
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end
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-- 按钮显示文字
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if btnTxt ~= "" then
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btnTxt = tip..string.format(",且%s", btnTxts[index])
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else
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btnTxt = btnTxts[index]
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end
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end
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end
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return isOk, tip.."解锁", btnTxt, states
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end
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--LogRed("当前:没有限制条件2")
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return true
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end
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--把英雄星级父对象和星级传过来 type 1 第6-11个预设 type 2 第12-17个预设 type 3 第18-24个预设
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function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation)
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@ -266,7 +266,7 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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-- _fightType ~= BATTLE_TYPE.BACK and _fightType ~= BATTLE_TYPE.BACK_BATTLE
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if _fightType==BATTLE_TYPE.STORY_FIGHT and PlayerPrefs.GetInt(PlayerManager.uid.."isJumpFight")==1 then
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if (_fightType==BATTLE_TYPE.STORY_FIGHT or _fightType==BATTLE_TYPE.FIGHTLEVEL ) and PlayerPrefs.GetInt(PlayerManager.uid.."isJumpFight")==1 then
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local record = {
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fightData = _fightData.fightData,
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@ -155,13 +155,10 @@ end
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--获取开启条件
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function this.GetOpenTip(_config)
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if _config and _config.Condition then
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local type=_config.Condition[1][1]
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local value=_config.Condition[1][2]
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if type==1 then
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return string.format("玩家等级%s级开启",value)
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end
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local isOk,tip=GetCommonFunctionOpenTip(_config.Condition)
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return tip
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end
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return
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return ""
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end
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function ZeroPointOnePanel:OnSortingOrderChange()
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@ -277,7 +277,7 @@ end
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function this:OnOpen(_panelType,...)
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Log("panelType:".._panelType)
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panelType = _panelType
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this.jumpFightObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.FightJump) and panelType==FORMATION_TYPE.STORY)
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this.jumpFightObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.FightJump) and (panelType==FORMATION_TYPE.STORY or panelType==FORMATION_TYPE.FIGHTLEVEL ))
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if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
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for k,v in pairs(bgListGo) do
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v:GetComponent("Image").sprite = this.spLoader:LoadSprite("bd_xinkapaifan")
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